The paper invites to a reflection on the way energy efficiency (serious) games – i.e. those addressing the issue of behavioral change in individual energy consumption – are and should be designed to better fulfil the goals assigned to Demand Side Management programs, notably run by governments and utilities, with special respect to public buildings (i.e. other than private homes). We introduce three contextual design goals and contend that more can be done to exploit the potential of gamification in the domain at hand.
CITATION STYLE
Molinari, F., & Zonta, A. (2017). Putting serious games in context: The energy efficiency of buildings case. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 10622 LNCS, pp. 308–312). Springer Verlag. https://doi.org/10.1007/978-3-319-70111-0_28
Mendeley helps you to discover research relevant for your work.